Face normals inconsistency between Blender and Armory with negative object scale
- Dominant language
- C++
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Description
I noticed a slight inconsistency between blender and armory with face normals / object scales.
Blender (2 faces removed from default cube, backface culling enabled):

Armory:

Blender seems to flip the face normals, if the (product of the signs of the components of the) scale is negative. Armory's way seems to make more sense, however I think consistency would be good between both.
[negativescale.zip](https://github.com/armory3d/armory/files/1545228/negativescale.zip)
Contributor guide
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Research direction
Start with the negativescale.zip reproduction and compare Blender's face-normal and backface-culling behavior with Armory when object scale has a negative product of components. Trace the Blender-to-Armory handling of object transforms and normals. Done means the behavior is consistent between Blender and Armory, with the intended result confirmed.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender
- Domain
- computer-graphics
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100